Ultimate Game Design : Building game worlds
Ultimate Game Design : Building game worlds
Ultimate Game Design : Building game worlds
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C H A P T E R 4<br />
TM: Strong <strong>game</strong> content is directly related to strong software development tools. Some developers<br />
build tools into 3ds max using MAXScript, others use MEL/Maya, others write their own proprietary tools<br />
as “stand-alone” software tools, yet others must use the tool associated with a licensed engine solution.<br />
This contributes to what I’ve called “tools shift” and makes for a fractured experience as developers<br />
move around in the industry. What do you see in the near future for design tools implementation?<br />
NH: I don’t see this fracturing of tools as something that is likely to go away in the near future. To<br />
date, there still isn’t even a general consensus among engineers from one <strong>game</strong> development company<br />
to the next about the most efficient development tools. However, a designer can still survive and be<br />
strong in this environment if he/she is flexible and willing to adapt. Creative world-building concepts<br />
can generally be applied independently of the specific tool, provided that the tool capabilities are at a<br />
certain minimum level.<br />
TM: How important is it for designers today to understand scripting languages? Which ones would<br />
you suggest new designers learn? Python? Visual Basic? Others?<br />
NH: Similar to programmers and artists, the field of designer is becoming more specialized in the<br />
industry. And the level of knowledge and hands-on skill expected from a designer is also rising. While it<br />
isn’t a requirement that a designer learn a scripting language, designers that have no production trade<br />
(“paper designers,” as they are sometimes described) are quickly becoming obsolete. The two most<br />
common areas of production work for designers are world building and scripting. Assuming scripting is<br />
the chosen path, I’d say that the specific language is almost irrelevant. Because each <strong>game</strong> is likely to<br />
be scripted in a slightly different way (and potentially with a different language) than any other <strong>game</strong>,<br />
it’s most important that a scripter/designer first understand the workflow of scripting, then be willing<br />
to adapt (and possibly even help co-design) to any scripting system that most suits the <strong>game</strong> being<br />
developed. So learning any off-the-shelf language package will lay the groundwork for proper training.<br />
TM: With the time to <strong>game</strong> delivery limited, and the demand to satisfy the gaming audience with<br />
content regularly increasing, what do you think of the idea of “modularity” in tools design? Do you think<br />
most developers will build their tools to allow for <strong>game</strong> content to be constructed like a digital-Lego system?<br />
NH: This is what nearly every <strong>game</strong> development house aspires to achieve. Of course, they all<br />
fall short to some degree—when tools become general enough to make cutting-edge <strong>game</strong>s using a<br />
building-block type system, then programmers may become obsolete! But I think solid, intuitive tools<br />
design is absolutely essential to making a high-quality <strong>game</strong> in a reasonable amount of time. The<br />
earlier in development the tools can be stabilized, the more time the design and art teams will have<br />
to create and refine content.<br />
TM: Let’s say we were building an action-oriented RPG. We desire a drag-and-drop construction<br />
system with easy (and full) scripting support. Would you be inclined to build it into Maya (for instance)<br />
or write a stand-alone editor? Why?<br />
NH: The “ideal” development tool is still not widely agreed upon. As with many things in <strong>game</strong><br />
development, each choice on this issue is all about pros and cons. If a <strong>game</strong> is to be laid out and<br />
implemented primarily by designers or has a significantly large scope, it might make more sense to<br />
write a stand-alone editor that stresses easy world and <strong>game</strong> event construction rather than sophisticated<br />
modeling capabilities. On the other hand, if the environments were to be stylistically complex or<br />
intricate, this would be difficult to achieve without using Maya or a comparable program. I suspect<br />
that in general, as <strong>game</strong>s continue to compete more and more heavily on aesthetics, we’ll see more<br />
and more developers go the route of integrating into Maya (or even 3ds max).<br />
101<br />
Actors, Props, Items, and Camera Details